Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 21, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Blog: Economy and currency trading in Path of Exile  
by Gamasutra Community [09.12.17]
This article tackles the issue of players "flipping" currency: why are they a healthy part of the economy, how are exchange rates determined and how to make profit while still enjoying the game.
Design

Blog: Incubators, accelerators and funding opportunities for indie devs 3
by Gamasutra Community [09.12.17]
A work-in-progress list of incubators, accelerators and funding opportunities for indie game developers.
Business/Marketing

Crafting Tooth & Tail, a gamepad RTS that aims 'to Hearthstone StarCraft'  
by Alex Wawro [09.12.17]
Using StarCraft as an emotional target, what we did is we took the genre, we boiled it down to its components, and we rebuilt it," dev Andy Schatz tells Gamasutra in a chat about Tooth & Tail.
Indie, Design, Video

Witcher documentary reveals early game assets and prototypes 1
by Alex Wawro [09.11.17]
This documentary footage (subtitled in English) features a number of early Witcher†assets & prototypes, some of which were developed in the '90s before CD Projekt Red acquired the license
Console/PC, Production, Video

Zero Time Dilemma director tries hand at writing a real escape room game  
by Alex Wawro [09.11.17]
This is somewhat remarkable given Uchikoshi has been making video games for nearly†two decades, and is best known for writing and directing games about (very deadly) escape-the-room puzzles.
Console/PC

Video: Writing NPCs with agency, for 80 Days and beyond  
by Staff [09.11.17]
At GDC 2016, writer and narrative designer Meg Jayanth (80 Days,†Samsara) shares some†best practices for†writing three-dimensional, engaging NPCs that†breathe life into your†game narratives.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

A closer look at the ambitious creation (and cancellation) of Obsidian's Stormlands 1
by Alissa McAloon [09.11.17]
"Sometimes adding people to something doesn't mean it's going to get done any faster. It's actually just going to be more complicated, more people running down the wrong path."
Console/PC, Production

Get a job: Join Digital Extremes as a UI/UX Designer  
by Staff [09.11.17]
Digital Extremes is looking for a UI/UX Designer well-versed in Warframe to help improve the game's current interface in London, Ontario.
Console/PC, Design, Recruitment

Don't Miss: The Chinese Room's postmortem for Amnesia: A Machine for Pigs 22
by Peter Howell [09.11.17]
Now four years out from release, take a look back at this postmortem from Machine for Pigs co-designer Peter Howell to find out what went right and wrong when developing the Amnesia sequel.
Console/PC, Indie, Design, Production

Switch version of Wonder Boy outsells all other platforms combined 2
by Chris Kerr [09.11.17]
Wonder Boy: The Dragon's Trap developer Lizardcube has revealed the Switch version of the game has outsold all†other versions combined.†
Console/PC, Business/Marketing

Destiny 2 pulls in 1.2M concurrent online players  
by Chris Kerr [09.11.17]
Bungie's sci-fi sequel Destiny 2 pulled in 1.2 million concurrent online players over the weekend, suggesting the online shooter has made a promising start.
Console/PC, Business/Marketing

PewDiePie sparks dev backlash after using racial slur 55
by Chris Kerr [09.11.17]
UPDATED Over the weekend, mega-popular YouTuber PewDiePie dropped a racial slur during a stream PlayerUnknown's Battlegrounds,†leading one prominent game developer to threaten DMCA action.
Business/Marketing

Blog: Breaking down Suzy Cube's camera system - Part 2  
by Gamasutra Community [09.11.17]
This is the second in a three part series of articles breaking down the camera system in my upcoming 3D platformer, Suzy Cube.
Design

Rise of the Nindies? Indie devs discuss porting to the Switch  
by Thomas Faust [09.11.17]
"We've sold more copies of†Wonder Boy†on the Switch than the three other platforms we released it on combined."
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: The Secret World Of Dad Of Light  
by Gamasutra Staff [09.10.17]
This week's long form article/video highlights include the depths of the Secret World role-playing community, a unique new Final Fantasy-themed TV show, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra plays Destiny 2  
by Bryant Francis [09.08.17]
The Gamasutra editorial crew takes a look at Destiny 2.
Console/PC, Design, Video

Sonic Mania dev says good Sonic level design is all about slopes  
by Alex Wawro [09.08.17]
"Itís all about the natural interaction with the slopes," says Christian Whitehead. "You have a build-up of tension...then you have the release of the player running up high-speed slopes & loops."
Indie

Conan Exiles' creative director on finishing up phase one of Early Access  
by Bryant Francis [09.08.17]
We caught up with the creative director of Conan Exiles to see how development is going.
Console/PC, Design, Production, Video

Alpha Protocol devs share how cutting features helped refocus development 1
by Alissa McAloon [09.08.17]
From the espionage RPG's infamous minigames to a scrapped parkour mechanic, Obsidian devs explore what went right and wrong when creating Alpha Protocol.
Console/PC, Design

Video: Running a post-apocalyptic indie studio  
by Staff [09.08.17]
At GDC 2017 Robert Zubek and Matthew Viglione tackled the question through the lens of their time running their own indie studio: Project Highrise and 1849 developer SomaSim.
Indie, Production, Business/Marketing, Video, Vault